Wendigo (5e Class)

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The Wendigo[edit]

Ice heart. Cold flesh. The chill wind blows. Hunger, all it feels is hunger. Eyes hollow, sunken. skin pale, ashen grey, stretched taught over it's straining ribs. mouth slathering, covered in blood. It is famine. It is the hunger that should never be. and far to the north, by the lakes that should be seas, it stalks the people.
—Extra Mythology, the wendigo.

This is the hand fate has dealt you, be it by birth or by a curse, you are now a wendigo. Maybe you were on an arctic exploration with your team but you were stranded, forced to eat your colleages to survive. One day, wandering through the mountains, maybe you stumbled upon a cave that bore residence to a wendigo, and you were unable to escape its grasp as it bestowed its curse upon you as it consumed your flesh. But perhaps you can make the best of this... rather unfortunate situation.

Creating a Wendigo[edit]

Quick Build

You can make a Wendigo quickly by following these suggestions. First, Strength should be your highest ability score, followed by either Constitution or Wisdom. Second, choose the outlander background.

Class Features

As a Wendigo you gain the following class features.

Hit Points

Hit Dice: 1d12 per Wendigo level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Wendigo level after 1st

Proficiencies

Armor: None
Weapons: Natural, Unarmed strikes, Simple weapons
Tools: none.
Saving Throws: Strength and Wisdom.
Skills: choose three from Athletics, History, Religion, Nature, Survival, Stealth, Slight of Hand, and Acrobatics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A set of common clothes.
  • (a) a perfume or other method of masking odor or (b) a charm that reminds you of your "human" self
  • a simple weapon.
  • If you are using starting wealth, you have 2d4 X 10 in funds.

Table: The Wendigo

Level Proficiency
Bonus
Features
1st +2 Call Of The Curse, Hunger's Boons
2nd +2 Flesh of the Wendigo
3rd +2 Wendigo Atonements
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Reinforced Strikes
7th +3 Wendigo Atonement Feature
8th +3 Ability Score Improvement
9th +4 Concentration
10th +4 Trained Instincts
11th +4 Wendigo Atonement Feature
12th +4 Ability Score Improvement
13th +5 Heart of Ice
14th +5 Seething Persistance
15th +5 Mastered Wendigo Form
16th +5 Ability Score Improvement
17th +6 Wendigo Atonement Feature
18th +6 Curse Spreader
19th +6 Ability Score Improvement
20th +6 Famine Incarnate

Call Of The Curse[edit]

At 1st level, you are cursed to be a wendigo, a creature of eternal hunger. Once every day, right when you awaken, you must make a wisdom saving throw with a DC of 10. On a failure, you are forced into a savage, primal state, until you consume flesh of a freshly killed creature. If you succeed, nothing happens. You must make this save every six hours until you either consume the flesh of a freshly killed creature or fail the save. additionally, you can eat raw and even rotten flesh with no downsides. If you eat the flesh of a creature in combat, you heal for an amount equal to half your wendigo level (rounded up). If you eat the flesh of a humanoid, you are immune to the curse's saving throw for the rest of the day, ending at midnight, and you regain hit points equal to your wendigo level. In combat, eating a corpse is an action.

Hunger's Boons[edit]

Again at 1st level, the curse of the wendigo, like that of the vampire and werewolf, does grant one some positive abilities. Your jaws gain the ability to be used as a weapon, your teeth elongate and become razor sharp, rows of them burst from your gums. Additionally, the curse impacts your skills with weapons, augmenting them, and protects you from harm. When you make an unarmed attack with your bite, this deals 1d6 piercing damage.

Your inhuman essence seeps into the steel you clutch in your hand, turning it ice cold. Whenever you hit an enemy with a melee or ranged weapon attack, they take extra cold damage equal to your wisdom modifier.

You begin to lose yourself. Your skin stiffens like leather and you seem ghostly in complexion. When unarmored, your AC is equal to 10 plus your dexterity modifier plus your wisdom modifier.

if any features would call for a saving throw, the DC is 8 plus Wisdom Modifier plus your proficiency bonus

Flesh of the Wendigo[edit]

At 2nd level, you figure out how to change your appearance into that of the wendigo. You can use this ability two times as a bonus action, needing to finish a long rest in order to do so again. This increases to three at third level, four at sixth level, five at twelfth level, and 6 at seventeenth level. This state lasts for one minute, or until you go unconscious or die. While in wendigo form, you gain the following benefits:

-You are now one size larger.

-You have advantage on strength based checks and saving throws.

-Your bite now deals 1d8 piercing damage. Whenever this attack hits, you regain health equal to the damage dealt.

-You have advantage on saving throws against spells and other magical effects

-You now gain the use of a claw attack. These claws deal 2d4 slashing damage. Once per turn, you can make a second claw attack as a bonus action. When you hit with a claw attack, you heal hit points equal to half the damage dealt, rounded down.

When in this state, you must attack the nearest creature to you, regardless if this person is friend or foe. If there are multiple people within the same distance, you may pick between them for your attacks.

Wendigo Atonements[edit]

At 3rd level, as you seek to find a way out of your curse, you have a choice of an Atonement that is listed at the bottom of the page. You gain another feature for these bonds at 7th, 11th, and 17th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by two, or two by one. You cannot increase a score above 20 using this feature. If the DM allows it, you can instead choose to gain a feat.

Extra Attack[edit]

At 5th level, you can attack two times whenever you take the attack action.

Reinforced Strikes[edit]

At 6th Level, your curse flows through your body, empowering each attack you make. Your unarmed strikes now count as magical to overcome resistances.

Masks of the Wild[edit]

At 7th level, you have mastered your curse to the point that you no longer need to make a wisdom saving throw to avoid going into a frenzy due to your curse. Additionally, when in your Wendigo form you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

Trained Instincts[edit]

At 10th level, you have managed to channel the primal nature of your curse to improve your senses. You can no longer be surprised, and you gain advantage on any checks that deal with smell and or sight. Additionally, you can mimic the sounds of other creatures. the creature hearing it must make an insight check with a DC of 8 plus wisdom modifier plus proficiency bonus to discern that is a replication. These checks can now overcome magical means

Heart of Ice[edit]

At 13th level, you grow the ability to unleash your curse at those who have harmed you. Immediately after being attacked, you may use a reaction to make the attacker take necrotic damage equal to half your wendigo level (rounded down). You may use this ability a number of times equal to your wisdom modifier, and regain these uses after finishing a long rest. Additionally, you are resistant to cold damage.

Seething Persistance[edit]

At 14th level, if you would drop to 0 hit points, you can instead drop to one hit point, keeping yourself upright. This ability can be used consecutively to attacks. You can use this equal to your wisdom modifier, regaining all uses on a long rest.

Mastered Wendigo Form[edit]

At 15th level, you have worked out the slightest intricacies of your curse, and have finally fully mastered your curse. You can now leave your wendigo form at-will, and it does not end unless you choose it to.

Curse Spreader[edit]

At 18th level, you have learned how to spread the curse to others. As an action, a humanoid creature of your choice must make a Wisdom saving throw (DC 8 plus your proficiency bonus plus your Wisdom Modifier). On a failure, they are infected with the curse of the wendigo. On a success, they manage to avoid the curse. You can use this ability once, and regain use after completion of a long rest.

Famine Incarnate[edit]

At 20th level, you become the incarnation of winter and famine, the hunger that should not be. The monster that stalks you in the night. Your Wisdom and Strength increase by 4, to a maximum of 24. You no longer age, and magic cannot affect your age. You are now immune to cold damage and have resistance to necrotic damage. You can enter and exit your wendigo form an unlimited number of times.

Atonement Choices[edit]

Atonement of the Savage[edit]

It isn't pretty being a beast. but like it or not, that's what you are now. A monster, a creature, a thing. Wendigos of this atonement have fully accepted their primal nature. It's hard to even call it an "atonement", as they are unapologetically creatures of famine.

Consumption[edit]

As an action at 3rd level, when you hit a bite attack, you can choose to make it a consumption. when you do so, the target of your attack can make a wisdom save, and on a failure takes extra d6s of damage equal to your wisdom modifier. on a success, they take half of the extra damage. as with the base damage of your bite, if you are in wendigo you heal for the full damage of this attack. you can do this a number of times equal to your proficiency bonus, and regain all uses on a long rest.

Primal Gaze[edit]

As a bonus action at 7th level, you may force one creature within 60 feet to make a Wisdom saving throw, as they stare into your ever-wanting eyes. On a failure, they are frightened for the next minute. While frightened in this way, the target has disadvantage on saves against your wendigo abilities. They may repeat the Wisdom save at the end of each of their turns, ending the effect on a success. you can do this a number of times equal to your wisdom modifier, and regain all uses after a long rest.

Feral Instincts[edit]

Your senses are honed further than even most other wendigoes. At 11th level, you gain proficiency in perception and investigation. If you already have proficiency, you instead gain expertise. Additionally, you have a bonus equal to your strength modifier if you have attacked what you are looking for in the last hour.

Ever Returning[edit]

Starting at 17th level, if you are at or below half your maximum hit points you can use a reaction to heal for an amount of d6 equal to half your Wendigo level, rounded down. you can do this once, and regain use of this ability once per long rest. In addition, the blood that flows through your veins might heal you, but it is toxic to those around you. When you are hit with a melee attack, the attacker must make a Constitution saving throw (DC 8 plus your Wisdom modifier plus your proficiency bonus). on a failure, they take d4s of cold damage equal half your proficiency bonus.

Attonement of Salvation[edit]

Most people afflicted with the Wendigo's curse don't want to keep it. Although you cannot remove yourself from its graps, you can learn how to bend the powers of the wendigo to help, not hurt.

Bestow Life[edit]

At 3rd level, whenever you would regenerate hitpoints from comsuming flesh, you may instead store the health and use it to heal your teammates. You have a pool of 10 hitpoints. When you consume flesh, you may remove a certain amount of health from what you heal and put it in the pool. As an action, you may draw from your pool of hitpoints and use this to heal any willing creature within 10ft of you. For example, if you deal 23 damage, instead of healing for 23 points, you can heal for only 13 and use the extra 10 points to completely fill your pool. Once you heal someone, you cannot heal that person again until you have finished a short rest. You may only fill your pool twice every day, regaining the ability to fill the pool at dawn.

Shield of Cold[edit]

When you hit 7th level, your health pool can be utilized in more ways. As an action, you can create a dome of cold energy in a 10 foot radius centered around you. However many hitpoints from your pool you sacrifice is the HP of the dome. Anycreature that attempts to make a ranged attack against anything inside the dome will instead hit the dome, which has an AC of 10 plus your proficiency bonus. When created, the only creatures that can move through it are ones that are friendly to you. It lasts for 1 minute or until it has no hitpoints remaining. It has resistance to cold damage. If an attack goes over the shield's health, the remaining damage is not taken by anything.

In addition, your health pool total increases by 3, to a total of 13 points.

Thrill of The Hunt[edit]

When you reach 11th level, you can let out a chilling howl. Any allies within 50ft of you are envigorated with the thrill of the hunt. They gain advantage on attacks and saving throws for 1 minute. You also benefit from this ability. You can use this ability an amount of times equal to your wisdom modifier, minimum of once, and regain expended uses on a long rest.

Additionally, your pool of health increases by 7 points, to a total of 20 points.

Flesh Sacrifice[edit]

Finally, at 17th level, you may sacrifice your own flesh for your health pool. You may strip the flesh from your body and take an amount of damage equal to the amount of health you wish to add to your pool. Your health pool total increases by 10 points, for a maximum of 30 hitpoints. You may use this ability any number of times, as long as you can still add hitpoints to your pool.

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